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I need a unit or two that isn't mech to support TWC


Godhead

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I don't want to run a second squad of TWC because these squads have a large footprint and two of them can get into the way of each other. I am reluctant about running the fen wolves simply because of low LD and no armor saves.

 

So I am thinking about running Swiftclaws or Skyclaws. What have others used to help thin out some of the numbers for the TWC?

Bah. If you keep them moving fast or engaging right the pie plates should not be a problem. Sure they leave a bit footprint, but so does the TWC, and I'd rather shoot our TWC. People tend to fear them a lot and dont go so much for the bikes.

 

- Natanael

They were ate to the man by a 12 man squad of outflanking genestealers. They didn't make a single point back. :) TWC rolled over genestealers bottom of the 2nd and wiped them out to the man in retalliation.

 

I still think the bikes are probably the answer i'm looking for, but I need some assistance I think with running them.

 

The game was a 4 objectives spearhead deployment ( the game is still in progress atm, I had to leave for work). The idea is for the TWC and the bike to work in tandem. The TWC spearheads the assault and the the bikes provide fire support and cc relief for that moment when my opponent dumps 3 squads of something into them.

 

My bike unit was pw, flamer, ab with hb, wgpl with fist, 3 regular guy and a wolf priest on a bike. It made no difference. They were completely slaughtered. I am thinking about dropping the wolfpriest and splitting the bikes into two minimal sized squads (special weapon, ab, fist, a basic biker , and a packleader with a fist). Maybe two units of this and just forgot about the priest. Let those guys support my TWC. I think i might drop the flamers and go with MM/Mg/CM set up in each squad too. I know it's bs 3, but with the potential for 3 melta shots in a turn surely one has to pop something right?

 

Please help. (looking at you littlebitz : ) if you can)

I too believe that Bikes are the answer to support your TWC.

 

You really, really have to be careful of out flanking units when trying to run up a board edge. If you stay more toward the center then the Bikes would be able to bring their bolters to bear on the Genestealers, and made a mess of them.

 

My favorite thing to do against a unit like that is to use my BloodClaws in an IG type manner. I keep them mounted and roll up close to the stealers, then use the Rhinos fire point to flame them up close like, combined with the bikers firepower it generally takes out the whole brood of them.

 

Your Swift Claw pack looks solid, I wouldn't bother with the flamer, but it could come in handy.

 

In a Spear head deployment like you played, deploy your slower units more towards the center and your faster units on the flanks, then use your speed in your first turn to "shift" the battle field my moving center away from the board edge to keep his outflankers away from you.

 

Hope this helps.

Personally, I think the biker wolf guard is a waste in a bike squad. 53 for a single wound biker is suspect, not including the power fist and combi weapon. Just seems really expensive for a unit designed to support, not a dedicated combat unit. Can't see why you would spend too much to try and turn it into one when you already have a solid 6/7 power weapon attacks on the charge and a lot of rerolls and brillent leadership. Is the 83 points spent enough to justify a extra 3 Fist attacks? Admit at strength 8? Forgive me if I am missing something, just I feel it could be better spent since they should be able to avoid most slower units anyways.

 

Like, I guess a bit more bulk. Even a solidary flanking Thunder Wolf could be pretty interesting, basically a smaller unique charcter with Wolf Claw throwing himself into any conflicts where the extra power weapon is a great gift.

 

 

But yeah, I agree the situation with the Gene Stealers was unfortunate, he managed to outmove you and got them exactly where he wanted them. Just keep using them and keep them away from the table edges, those guys are quick enough to get where they need to be anyways.

The bikers are meant to help the TWC out of trouble. Even though the TWC are the heavy hitters, they need back up sometimes. Especially when my opponent decides to dump 3 squads of something (and when I mean 3 squads, its stuff like 3 10+ squads of something.. like gaunts, genestealers, boyz, csm's etc) leaving my TWC outnumbered something truly like 6 or 7 to 1. This is when I need the bikers to swoop in and bust some heads, or preferably put the twin linked bolters to use and thin their ranks to more manageable numbers.

 

Also I really feel like the WGPL is necessary just in the event that the priest gets targeted. He does have 2 wounds and a 4++ save, but he is still only int 4 and t4 for ID purposes. He is an IC so that means he can get singled out and taken down in one hit, where as the wgpl can't be targeted and if the WP dies, I have a back up plan so that I can try to utilize the twin linked shooting of the bikes. The powerfist can be debatable, but I feel naked without a fist in my squads (any squad).

 

I have given thought to fen wolves, but I feel like they would just be a throw away unit. They would allow the TWC to get into combat, but with their low LD, and basically no armor save I don't think that they could do their job reliably. I considered an IP with 4 cyberwolves, but at 1 wound, no invuln, and a wound on the IP can remove all 5 models, I'd have to pass. I don't want anything in a transport simply because one lucky shot can put them out and on foot delaying their ability to assist my TWC. I also don't spam GH's so I don't want my troops needing to assault unless necessary. I have thought about Skyclaws. In fact I gave a lot of thought to skyclaws, but without a wgpl, the need for an IC to lead them, t4 instead of t5(4), I had to decide against skyclaws. I really feel like I either run two packs of TWC (which I don't want, their footprint is too big) or I run bikes. I like the idea of bikes, they can play like my GH's which is why I love SW's. They have the versatility that I love. I think they will work, I am just doing something wrong atm.

 

I am thinking about dropping the priest and running two small squads. I would start with the 3 min bikers, add a wgpl and attack bike. That ends up being 2 5 man squads. I have this temptation to make the ab a MM, give a meltagun to one, pfist to another and a fist and combi-melta to the wgpl. This would let either pack hunt ANYTHING. I think (and I stress think, that this unit could possibly hunt armor pretty well simply because I would have at least 3 melta shots once a game).

 

I do fear that it could also be too many points and that I'd be better served with making one pack a tank/heavy infantry squad and the other anti infantry. By having two packs it forces my opponents to split fire use more units to tie them, minimizes the chance of my TWC being unsupported.

 

(time passes.....and I still haven't finished this post) After pondering the set up again, I am thinking that I might duplicate the build to both packs. I think maybe 3 bikers (pw, mg, standard)ab with MM (unless I am mistaken I can only shoot either TL Bolters OR the heavy bolter, I really feel like the heavy bolter isn't as useful alot of the times as a str 8 ap1 melta shot). and wgpl with fist and combiflamer. Most games I only get 1 shot with a flamer anyways.

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